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Master server crashes

 
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Feb 08, 2005 9:51 pm    Post subject: Master server crashes Reply with quote

I installed an auto-restart script for the master server because it crashes from time. And because it's not used widely, I doubt if my master server is ever going to be able to permanently replace the GameSpy master if that should ever go down forever. (I really hope not )

But it's still a nice backup in cases the gamespt master just has some downtime, so I keep it online.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue Feb 08, 2005 11:21 pm    Post subject: Reply with quote

There is always the option to use other known masters like QTracker. Do you know if QTracker can be linked to the UBrowser ListFactory? Their website only displays the string on how to broadcast a game server to their master, but mentions nothing about ports for a client to ask for the list.

Is your master server hanging or just normal program failure shutdowns? I could imagine that running a master poses some hanging risks if the load on it begins to climb too high.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Feb 08, 2005 11:39 pm    Post subject: Reply with quote

Yes, I forgot about QTracker. It works nice but needs an external server browser. I tried to link the Unreal server browser to the QTracker master, but without result.

The master is not hanging, but crashes (quits with error in log). I'll save the log next time it crashes, but last time it did not say much helpful in the log.
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PostPosted: Wed Feb 09, 2005 12:13 am    Post subject: Reply with quote

I tried linking to QTracker from the ListFactory in a few different ways and failed too. That would be a good question to ask the the QTracker host about.

I might add an uplink to your master server if you plan on keeping your master running 24/7. IMO I would like to see all of the commercial business game server companies running master servers too. With TNN, OverKill Systems, and NewUnreal running one that would greatly increase the lifespan of Unreal1.


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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Feb 09, 2005 12:15 am    Post subject: Reply with quote

Oops, me with that accidental guest post stuff. :p
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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Wed Feb 09, 2005 5:51 pm    Post subject: Reply with quote

Is it possible to have the Server Browser get a list of servers from multiple master servers?

Hyper wrote:
Yes, I forgot about QTracker. It works nice but needs an external server browser. I tried to link the Unreal server browser to the QTracker master, but without result.

So that's why it didn't work when I tried it several months ago.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Feb 09, 2005 10:03 pm    Post subject: Reply with quote

TheEmperorStalwartUK wrote:
Is it possible to have the Server Browser get a list of servers from multiple master servers?

[...]

Yes, that's possible. Actually, my Enhanced Unreal server browser already does this in the latest version. (The gamespy master and my backup master)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Feb 20, 2005 12:30 am    Post subject: Reply with quote

Crash log:

Quote:

Log: Log file open, 02/19/05 02:08:16
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 5.0 (Build: 2195)
Init: Version: 225
Init: Compiled: May 31 1999 19:04:30
Init: Command line:
Init: Base directory: D:\master\
Init: Character set: Unicode
Log: Bound to Core.dll
Init: Object subsystem initialized
Init: Computer: SERVER
Init: User: Administrator
Init: Memory total: Phys=1048048K Pagef=3046424K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2211.314564 MHz
Init: CPU Page size=4096, Processors=1
Init: CPU Detected: Unknown processor (AuthenticAMD)
Init: CPU Features: MMX CMov FPU TimeStamp 3DNow!
Log: Bound to IpDrv.dll
Log: Bound to Engine.dll
Log: Loading: Package IpDrv
Log: Loading: Package Core
Log: Loading: Package Engine
Log: Executing Class IpDrv.MasterServerCommandlet
Log: UMasterServerCommandlet: Unreal Engine Master Server
Log: Copyright 1999 Epic Games, Inc.

Log: !! Loading Config: MasterServer.ini
Log: GameName: unreal
Log: Operation Mode: TCPLink
Log: !! Loading TextFile Operation Mode Defaults
Log: TextFile Mode Output:
Log: !! Loading TCPLink Operation Mode Defaults
Log: TCPLink Mode Service Port: 28900
Log: !! Initializing sockets.
Log: UDP socket bound at port 27900
Log: TCP socket bound at port 28900
Log: Listening on TCP socket.
Log: !! Listening for and servicing messages.
Critical: ServiceMessage
Critical: ListenSockets
Critical: UMasterServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/19/05 21:31:38

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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Feb 20, 2005 5:49 am    Post subject: Reply with quote

That log doesn't help much, you're right. Just have a good restarter process huh. Maybe if somebody knows the internal workings of the U1 commandlet modes can figure something out.


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Winged Unicorn



Joined: 22 Jan 2004
Posts: 87

PostPosted: Sun Feb 20, 2005 1:26 pm    Post subject: Reply with quote

Hyper, do you run the Master Server with Nephthys or the original IpDrv dll?
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Feb 20, 2005 2:14 pm    Post subject: Reply with quote

The original one. I also tried Nepthys, but I did not get it working. (For the same reason as with Unreal 226/Gold and UT: It can't be queried with my settings.)

By the way: I wrote a mail about this at January 4th this year, but for some reason I never received a reply. Here is the original mail. It contains some more data:

Quote:

Hi Winged,

I'm trying to setup a master server for the Unreal 1 community.

More info:
http://tcpcarnage.dnsalias.net/phpforum/viewtopic.php?t=635

Because I have CPU usage problems with the Unreal versions of the masterserver(commandlet) I tried using Nepthys' IPDRV.

============UCC output========
ucc masterserver
UMasterServerCommandlet: Unreal Engine Master Server Copyright 1999 Epic Games, Inc.

!! Loading Config: MasterServer.ini
GameName: unreal
Operation Mode: TCPLink
!! Loading TextFile Operation Mode Defaults
TextFile Mode Output:
!! Loading TCPLink Operation Mode Defaults
TCPLink Mode Service Port: 28900
!! Initializing sockets.
UDP socket bound at port 27900
TCP socket bound at port 28900
Listening on TCP socket.
!! Listening for and servicing messages.
Approved: 0 Pending: 3 Ignored: 0 Rejected: 0
============UCC output========

I have a problem with this: The server details given by the Unreal servers are not given to the clients. As you see the servers keep being in "Pending" state instead of "Approved". This is exactly the same problem I get when I try to use Unreal Tournament's UCC to make a master server. Can you give me any help with this matter?

Here is my MasterServer.ini
=========MasterServer.ini=========
; Unreal Engine Master Server
; Configuration File
;
; Revision History:
; * (4/16/99) Created by Brandon Reinhart ; * (12/20/04) Updated for Unreal by Hyper.nl ; ; Usage:
;
; [MasterServer]
; GameName=[Identifying String]
; Where the string is one assign by GameSpy & Critical Mass.
; OperationMode=[TextFile/TCPLink]
; First mode outputs server list to the file specified under the ; OutputFile key of the [TextFile] section.
; Second mode services GameSpy MasterServer Protocol messages ; on the port specified under the TCPPort key of the [TCPLink] section.
; ListenPort=[Integer]
; Specifies the port to listen for heartbeats on.

[MasterServer]
GameName=unreal
OperationMode=TCPLink
ListenPort=27900

[TCPLink]
TCPPort=28900
=========End MasterServer.ini=========

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Winged Unicorn



Joined: 22 Jan 2004
Posts: 87

PostPosted: Sun Feb 20, 2005 5:51 pm    Post subject: Reply with quote

With a pretty big hack, I successfully fixed the problem. With next Nephthys' version you'll be able to run a working Master Server with no high CPU usage
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Hyper



Joined: 24 Jan 2004
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PostPosted: Sun Feb 20, 2005 10:22 pm    Post subject: Reply with quote

Kewl!
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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Mon May 02, 2005 7:13 pm    Post subject: Reply with quote

Anonymous wrote:
very interesting...[Hidden spam URL's]


Very interesting indeed you are....

(Click on quote on the above post to see).

Edit by Hyper: Weird indeed. I guess some idiot is trying to increase his search engine ranking by posting hidden links to the own site.
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